Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,342
Hi friends,
this thread became some weird devblog. Thanks for all the feedback, it helped a lot. I will release a standalone game on steam which uses many of the gameplay ideas of this mod. It does not use the ffh lore nor does it use any civ4 code/assets or any work done by a modder. Build on modern technology the game is a fantasy empire building game where you also roleplay as a leader. For example when barbarians invade your lands instead of just fighting the barbarians the skills of your leader provide you with many other options to deal with them. You can intimidate them or recruit them or talk them into robbing your neighbour instead or sell them weapons. The game does not use multiple techtrees, instead it uses a techmap that provides a much bigger degree of freedom and choice. Instead of progressing through a linear techtree you can start anywhere on the techmap and go in any direction (a bit like the skilltree in path of exile, lots of options and choices). Build the empire you want, no game will be the same. The setting is a points of light setting where your cities are the last bastion of hope in a sea of chaos. Diplomacy plays a much bigger role this time. You need to fight for the survival of your people, rebuild old alliances and create your own legacy. The factions are classic fantasy races but with a twist and rich lore based on a novel that I started to write long time ago. For example instead of tolkien elves there will be treeelves and maybe later also shapeshifting elves and star elves.
I'll keep the screenshots in this thread as an archive, but especially the old ones do not resemble the game quality in any way.
The Red Desert of Cruoris was created by the heavy use of magic and is less than 500 years old. It's name comes from the red sandstone hills you can see from far away.
The current state of the Evolution. Here is a two tile "Ocean" inside a large desert.
How the evolution started years ago:
this thread became some weird devblog. Thanks for all the feedback, it helped a lot. I will release a standalone game on steam which uses many of the gameplay ideas of this mod. It does not use the ffh lore nor does it use any civ4 code/assets or any work done by a modder. Build on modern technology the game is a fantasy empire building game where you also roleplay as a leader. For example when barbarians invade your lands instead of just fighting the barbarians the skills of your leader provide you with many other options to deal with them. You can intimidate them or recruit them or talk them into robbing your neighbour instead or sell them weapons. The game does not use multiple techtrees, instead it uses a techmap that provides a much bigger degree of freedom and choice. Instead of progressing through a linear techtree you can start anywhere on the techmap and go in any direction (a bit like the skilltree in path of exile, lots of options and choices). Build the empire you want, no game will be the same. The setting is a points of light setting where your cities are the last bastion of hope in a sea of chaos. Diplomacy plays a much bigger role this time. You need to fight for the survival of your people, rebuild old alliances and create your own legacy. The factions are classic fantasy races but with a twist and rich lore based on a novel that I started to write long time ago. For example instead of tolkien elves there will be treeelves and maybe later also shapeshifting elves and star elves.
I'll keep the screenshots in this thread as an archive, but especially the old ones do not resemble the game quality in any way.
The Red Desert of Cruoris was created by the heavy use of magic and is less than 500 years old. It's name comes from the red sandstone hills you can see from far away.
The current state of the Evolution. Here is a two tile "Ocean" inside a large desert.
How the evolution started years ago:
Last edited:
. Tiles need to fit together in regards to texture and heightmap. Terraforming must be supported. The terrain shouldn't look too squary and at the same time the player should be able to tell which tile has which terrain. And on top the terrain will look different ingame after postprocessing effects than it does in editor.
easy to fix.

